House Rules


Called Shots
Legs (-2): Works like Disarm but enemy makes an Agility roll (instead of Str). Failure means the character falls prone.

Distant Visibility
For visibility with regards to how far a traveler can see. a traveler on average can see about 3 miles to the horizon. 6 miles if he were on a high hill, or over 100 miles if he were on top of a mountain. Naturally, visibility is affected by fog, clouds, rain, etc. The GM can simply cut the visibility by half or thirds if necessary.

Fire Damage
To negate the need to determine if a victim catches fire again each round, the victim can spend an action to stop the fire from continuing and/or spreading. This requires a successful Agility check at -2 to succeed.

Firing into Melee
Firing into a tangle of people, such as a melee, to shoot at a target is quite dangerous and difficult. The attacker takes a -2 penalty when trying to attempt to shoot at a target locked in melee while trying to avoid shooting an ally.

However, each miss that comes up a 1 on the Shooting die indicates a random adjacent character was hit. Roll damage normally. See the Innocent Bystander rule (p73) for further clarification.

Gritty Damage
Treat Extras’ wounds normally.

For Wild Cards, count wounds as usual and go through the normal steps for Incapacitation should he accumulate more than three wounds.

In addition, every time the hero suffers a wound, roll on the Injury Table and apply the results immediately (but roll only once per incident regardless how many wounds are actually caused). A hero who takes 2 wounds from an attack, for example, still only suffers one roll on the Injury Table.

Injuries sustained in this way are cured when the wound is healed. (Injuries sustained via Incapacitation may be temporary or permanent as usual).

A Shaken character who’s Shaken a second time from a damaging attack receives a wound as usual but does not have to roll on the Injury Table.

Joker’s Wild
When a player character draws a Joker during combat, he receives his normal +2 bonus to Trait and damage rolls. In addition, all player characters receive a Benny!

This also applies to the GM. He receives one Benny for his entire side.

Moving Through Occupied Spaces
Typically movement through foes are not allowed. However Shaken foes count as difficult terrain and is fairly easy to get past. Movement through non-Shaken foes requires and opposed Agility check. A success allows the character to get by them, but it counts as the rest of the movement, leaving them on the opposite side of the foe. A raise allows the character to pass through as if the foe was only difficult terrain.

A foe who is on Hold or has First Strike may resolve his action when anyone attempts to move through his space.

Reach Weapon Rules in Combat
Attackers may use weapons with reach against targets who are blocked by an ally or a foe. The attacker takes a -2 penalty if the target is locked in combat. Also, on a critical failure (snake eyes), the ally may be struck instead. If there are multiple allies that could be stuck, roll randomly to determine who was struck.

As an option, the attacker may spend TWO Bennys to reroll the attack to avoid striking his ally.

On the table-top, a hail of arrows fired in a “volley” at a particular area counts as Suppressive Fire (see Automatic Fire in Savage Worlds).

Volley fire by at least five archers (a cooperative roll) covers an area the size a Medium Burst Template. A volley fired by seven archers, for example, creates one template, while a volley fired by ten creates two.

House Rules

Z-DAY: Undead Apocalypse rrouillard